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  Balance 2.11.0
Posted by: leaderfirestar - 05-20-2023, 06:05 PM - Forum: Latest Balance Changes - No Replies

Buffs:

 - Fullbringer Orihime

  • "Shiten Koshun" Energy cost reduced to 1 yellow
  • I realize that it's a little jarring to not be able to target yourself with this skill, but that's part of the design. This will make the skill pretty good

 - Fullbringer Sado
  • "Heavy Cannon" damage increased to 35
  • "Bluff Strike" damage increased to 20
  • I don't want to do anything in terms of making the skills instant because the whole point of him is to mind game your opponent into wondering if they're getting bluffed or not. I honestly think that there hasn't been solid reward for playing that, so the increased damage will help him be a bit more rewarding


[b]- Ishida Uryu[/b]
  • "Energy Chain Shot" cooldown reduced to 0
  • I'm not sure how much more I will tune this guy up. Anti stun, plus aoe cannot be countered/reflected at a cheap price? Plus with the constant pressure from his s1, I think he's already pretty solid, just hasn't had a place to shine with the current stuff


 - Riruka Dokugamine
  • "I Permit, Dollhouse Entry" cooldown reduced to 0
  • I went a little hard on her last patch, now I will rebuild. I don't want her to go back to the way she was, so any future buffs will likely be to the rest of her kit




Nerfs:

 - Bankai Mayuri
  • "Poison Gas" no longer ignores invulnerability
  • Some of you might be wondering "it did that?" I was the same way, because it doesn't say anywhere that it does. However, it has been, so this is technically a bug fix, but I'm putting it here because only like 6 people read these, and none of them read my bugfixes section at the bottom

 - Butterfly Aizen
  • "Destructive Spell #90: Black Coffin" (and by extension, "Black Coffin: Full Enchant") are now action skills
  • This might actually hurt him a lot, and I have 3 different compensation buffs I'd be willing to give him, should the need arise. That said, I'd like there to be a patch where this dude isn't a meta character again

 - Gengar
  • "Shadow Ball" damage lowered to 30
  • He has a really strong effect on his skill, with already good damage to boot. Puts a certain 1 yellow 1 black 35 damage skill I'm thinking of to shame


 - Komamura Sajin
  • The healing from "Overwhelming Energy" has been reduced to 30
  • Frankly, I feel like he got off easy here, the nerf I had in mind though might have crippled him completely though. Then again, 40 health is a lot

 - Koutotsu (Funny Train)
  • "Time-Space Distortion" cost increased by 1 random
  • I really didn't want to do this, but there is some debate amongst the admin team about the best way to tackle him. I personally believe that the mechanic is neat, but allows for a bit too much, so limiting the strength of the mechanic, while the other side doesn't want to change the mechanic at all. As it stand though, there are a lot of strong, 2-cost skills in the game that are easy to abuse with this skill, so until a better solution can be agreed upon, this is where the funny train will sit


 - Sasori of the Red Sand (S)
  • "Needle Shot, Arm Trap, 100 Puppets" cooldown increased by 1 in all forms
  • I've been keeping my eye on this guy since I last buffed him, and he's consistently been performing a bit better than he should have been. Plus, he's been finding his way into more people's teams, so I'm going to pre-emptively dial him back

Random Tip: Ladder games count for 2 wins in missions, quick games count for 1. If you think your team can survive the ladder, you can speed up unlocking characters

Noteworthy Bug Fixes:
  • Counters/reflects should now correctly be triggered in the order they were applied, and be triggered 1 skill to 1 counter/reflect, rather than 1 skill tripping all of them
  • Inner Ichigo's "Reiatsu wave" is no longer infinite, also reduces cooldowns correctly
  • Harmful cost increases now work correctly when that enemy is ignoring helpful effects
  • I'll be real with you, there were a lot of fixes, but because of some pre-emptive changes that were made for some mechanics that ended up being done incorrectly, I found it easier to delete my bug fixing branch of the code and re-instantiate it, and that's where my notes were. I threw up the stuff I remembered fixing

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  Sloth's Big Boy Tourney Official #1
Posted by: MrSloth - 05-07-2023, 05:02 PM - Forum: Battles, Clan Wars and Tournaments - Replies (12)

It's Time!

Matches are best 2 out of 3

Single Elimination

Rules: https://soul-boards.net/showthread.php?tid=421

Remember, you can DM me on here or on discord to make sure your team is legal

You have 1 week to complete your match. 

[Image: iwc9dwh.png]

Round 1 Rulesets

Ra's Al Ghul vs Leaderfirestar - Crazy Train
!Gaara vs Atomb - Kon-er STFU Pls
Shinaki vs Ghidorah - Default Dan
Hitsugayan vs Hakuzo - That's Not Canon
MrClown vs Alkmena - Default Dan
MakeMeSad vs Kutayk - Kon-er STFU Pls
Chandelier vs Maqas - Pick a Page

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  Sloth's Big Boy Rules
Posted by: MrSloth - 05-06-2023, 08:47 PM - Forum: Battles, Clan Wars and Tournaments - No Replies

Hi

Regras traduzidas na parte inferior

Here are the rules for Sloth's Big Boy Tourney. This is meant to serve as a glossary. Rules will be in alphabetical order. I will tell you the ruleset after I spin the wheel for you, but this is for reference, and for those who want to get a head start on team strategizing.

IN GENERAL: Yukio is banned from *all* rulesets, even if it says "No other rules apply". Rulesets that don't say "No Other Rules Apply" also have a full team ban (please DM me on discord if you have a question about whether your team is legal)

If you cannot make a team due to a ruleset restriction, you will get a round loss, and I will roll a new ruleset until I get one you can make a team for.



  • 10x10 Box-In - You and your opponent select 10 characters each. Those are the only characters your opponent can use. No other rules apply.

  • Anything Goes - There are no rules. You may even copy your opponent's team or use full teams.

  • BR Strats - The first round uses the Default Dan ruleset. After that, each round, the losing player *must* copy the winning player's team, and the winning player must use an entirely new team (no single character can be repeated).


  • Clash of Titans - Both players can only use Ichigo, Rukia, and Ururu, for the whole match.

  • Crazy Train - All teams must use Koutoutsu. You may not copy your opponent's team character for character (but 2 out of 3 is fine). No other rules apply.


  • It's Christmas! - Before each round, DM me the 3 characters your opponent will be using. You cannot give them the same character twice in a match. No other rules apply.


  • "Kon-er STFU Pls" - Both players have to have "Kon" on their team. When you beat the opponent's Kon, you win the round, even if they have other characters alive. Win two rounds and you win the match

  • Hasbulla Nation - You cannot use characters who have skills that cost 2 or more reiatsu. No other rules apply.


  • No I in Team - Your team cannot have any characters that have the letter I in their name. You may not copy your opponent's team character for character (but 2 out of 3 is fine). No other rules apply (you may use full teams).


  • Pick a Page - Both you and your opponent pick 1 page of characters. You can only use the selected pages for your teams. You may not copy your opponent's team character for character (but 2 out of 3 is fine). No other rules apply.


  • RAID: Shadow Legends - You may only use characters that use all random reiatsu (Like Grand Fisher or Kon). You may not copy your opponent's team character for character (but 2 out of 3 is fine). No other rules apply.


  • Starters only - You may only use starter characters. You cannot use full teams. You may not copy your opponent's team character for character (but 2 out of 3 is fine). No other rules apply.


  • Strategize - Each character on your team must have at least 2 strategy skills in their skill kit. You may not copy your opponent's team character for character (but 2 out of 3 is fine). No full teams. No other rules apply. Passives do not count as strategy skills.


  • That's not Canon - Your team cannot contain any characters that worked together in the anime. You may not copy your opponent's team character for character (but 2 out of 3 is fine). You may not use full teams. No other rules apply.


  • The A-Team - Using the S-A helper tool, your team must be ranked A or S. You may not copy your opponent's team character for character (but 2 out of 3 is fine). No other rules apply. https://www.soul-arena.io/sa-helper


10x10 Box-in - Seleciona 10 personagens. Essas personagens são as unicas personagens que o teu opponente pode utilizar. (outras regras não se aplicam)

Anything goes- Não a regras pode copiar e usar full equipe.

BR Strats- a primeira ronda utiliza as regras normais depois de cada ronda o jogador que perder tem que copiar o jogador que ganhou e o jogador que ganhou tem que criar nova equipe. (personagens não podem ser repetidas)

Clash of titans- ambos os jogadores tem que utilizar Ichigo, Rukia e Ururu o match inteiro.

Crazy train- Todas as equipas tem que usar koutoutsu não pode copiar a equipe do opponente ( só 2 de 3 personagens). Outras regras não se aplicam

Default Dan- Regras normais restrinções normais. Este torneio usa as regras do clã wandenreich. https://soul-boards.net/showthread.php?tid=333 Apenas proibições padrão, não proibições de pessoas adicionadas

It's christmas!- Antes de cada ronda mande mensagem privada sobre quais as 3 personagens que o seu adversário vai usar. Não pode dar as mesmas personagens 2 vezes num match. outras regras não se aplicam.

Kon_er STFU Pls- Ambos os jogadores tem de ter ''Kon'' na sua equipe. Quando você ganha ao Kon do oponente você ganha a ronda, mesmo se eles tiverem outros personagens vivos, ganhe 2 rondas e você ganha o jogo.

Hasbulla Nation- Não pode utilizar personagens que tem skilld que gastam 2 ou mais reiatsu. outras regras não se aplicam

No I in Team- A Sua equipe não pode ter personagens com a letra i no nome deles. Você não pode copiar a equipa do seu opponente personagem por personagem (Excepto 2 de 3). Outras regras não se aplicam (pode usar full equipe (stun aoe etc)

Pick a Page - Você e o seu opponente escolhem 1 página de personagens. só podem utilizar essa página. Não pode copiar a equipe do seu opponente (2 de 3 está bom) Outras regras não se aplicam

Raid: Shadow Legends- so pode utilizar personagens que utilizam reiatsu aleatória (tipo granfisher e kon). Não pode copiar a equipe do seu opponente (2 de 3 personagens pode) outras regras não se aplicam

Starters only- Só pode utilizar personagens iniciais. Não pode utilizar full equipe. Não pode copiar a equipe do seu opponente personagem por personagem (mas 2 de 3 personagens sim). Não pode utilizar full equipe. Outras regras não de aplicam

Strategize- cada personagem na sua equipe tem de ter pelo menos 2 skills stratégicos no kit deles. Não pode copiar a equipa do opponente personagem por personagem (2 de 3 pode) . Sem equipe full. Outras regras não se aplicam. Pasivas não contam como skills estratégicos

That's not canon- A sua equipe não pode personagens que trabalham juntas no anime. Não pode copiar equipe do opponente personagem por personagem (mas 2 de 3 sim). pode utilizar full equipe. Outras regras não de aplicam

The A-Team - Utilizando a ferramenta S-A helper, a tua equipe tem que ser A ou S. não pode copiar a equipe do opponente ( só 2 de 3 personagems) outras regras não se aplicam. https://www.soul-arena.io/sa-helper

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  Balance 2.10.0
Posted by: leaderfirestar - 05-06-2023, 08:36 AM - Forum: Latest Balance Changes - No Replies

Noteworthy Game Mechanic Stuff:

  • Only the top 100 players have a ladder rank shown now. Every game, after winning/losing, we would have to search through every player to determine who you now have more/less experience than, and set the ladder rank accordingly. This was fine when there were less players. Now that this game has thousands of accounts, that process was exceedingly slow, and a major contributor to why it takes games so long to end sometimes
  • Between now and the next balance (assuming things aren't bad), I will be going through and re-coding most skills in the game. There are a few reasons for this, namely that there have been several buggy interactions reported regarding Ginjo's "Energy Blade" and friendly skills, as well as the fact that going back and doing old skills better will make it much easier to introduce new mechanics
  • On the topic of skills, I will also be adding tooltips for characters whose skills swap permanently (grimmjow's first and fifth skills, for example). These effects will be unable to be ignored/removed (so they will work exactly the same). This is both for keeping track of "what skill is what" and for fixing the final issue I'm aware of with Yukio. I don't want to buff Yukio until I fix interactions with "Save State Load" and having the correct skills available to a character that were there the previous turn

Buffs:

 - Ayasegawa Yumichika
  • "Bloom, Fuji Kujaku" damage increased to 20
  • Small buff for a character that I'm not convinced even needs a buff. He does solid damage and sustains himself. He fit in nicely with drain lock teams, but I think he should still be holding his own


 - Bankai Byakuya
  • "White Imperial Sword" will deal 10 additional damage to an enemy affected by "Bankai Scatter, Senbonzakura"
  • "Bankai Scatter, Senbonzakura" will deal 5 additional damage to enemies marked by "Massacre Scene"
  • To kick off our buffs to the drainers left behind, Bankai Byakuya has been cursed with a bizzare kit that doesn't flow particularly well with itself. The 2 strategies have always been "spam Massacre Scene" and "drain lock." With one of those strategies gone, these changes should make his kit flow a bit more smoothly

 - Demoura Zodd
  • "Concentrated Wave" now reactivates when a new harmful energy or strategic skill is used on him
  • I even fixed the bug that was preventing the reapply effect from triggering. I hadn't until now because drainlock was already cancerous enough

 - Kirikaze
  • "Surge" will heal Kirikaze for 20 health and gain an energy. In addition, he will gain 1 extra energy for every enemy he has killed with "Sword Absorption"
  • I think I was on the right track with the last buff for this guy, so I'm doubling down on it. Power to the moo cow

 - Kurosaki Yuzu
  • "Medical Treatment" will additionally grant 10 permanent destructible defense when the target is healed during its duration
  • This will help her make whoever she's supporting that much tankier. She is a great nurse after all

 - Resurreccion Barragan
  • "Death Smoke" Now deals 10 affliction damage over 2 turns
  • "Gran Caida" Can be used on an enemy already affected to increase the counter on it
  • Another person impacted by the drain nerf. These changes should give him the slight bump he needs, and fix the "stalemate" issue

 - Unohana Retsu
  • When an ally (or herself) is "revived" by "Minazuki Release," they will be unable to be killed for 1 turn
  • "Major Heal" Will now remove all harmful effects from the target and set the target's hp to it's maximum value (100 on most characters, 125 on Choe Neng Poww, potentially less if you've been punched by Hakuda Yamamoto).
  • "Binding Spell #63: Locking Bondage Stripes" cost reduced to 1 blue
  • The problem Unohana has deal with is that for a support character, the utility she has brought along has always been lack-luster. I have more buffs on standby if she needs it, but I am very curious to see what the buff to "Minazuki Release" does for her

 - Yammy Riyalgo
  • "Bala" base damage increased to 15
  • "Soul Absorption" changed to Energy/Instant, energy damage decrease is now permanent, and deals 10 energy damage
  • "Energy Sucker" changed to Energy/Instant, targeting AOE, dealing 20 energy damage. Energy damage decrease is now permanent
  • Perhaps the worst character in the game (until now), Yammy's only viable strategy was drain lock. Since times have changed, it's time to give him a buff he has so desperately needed


Nerfs:

 - Ginjo Kugo
  • "Full Energy Blade" damage decreased to 30
  • I anticipated he would need a small nerf, and might need more once I fix all of the buggy interactions with "Energy Blade."


 - Hebi
  • "Enhancing Strike" cooldown increased to 1 turn
  • I tried being a bit less direct with Hebi last patch, but she's been performing well. I'm happy to see her enjoy some time in the sun, I also have to reel her in


 - Ichimaru Gin
  • "Sword Barrage" cooldown increased to 1 turn
  • "Hawk Eye" no longer ignores executes
  • Gin has been strong for a while. He still will be, just a bit less spammy


 - Riruka Dokugamine
  • "I Permit, Dollhouse Entry's" effect's starting value has been lowered to 5. The cooldown has been increased to 1 turn, and the effect will end when she dies
  • Where to begin with her... I nerfed her sketch before releasing her, then did a hotfix balance with her, and still need to nerf her. When you nerf a character a few times, it's hard to tell if continued nerfs are overkill or justified without giving it time to sort itself out. It turns out, she's been filling ryuuken's niche better than he does, for no downside. I like her kit, and like the fact that she can build up the strength of her skill as the game plays out. She just needs to slow down a little. This might be overkill, but I don't want to nerf her again. If history has shown anything, it's that I will buff a character if I think they need it


Random Tip:
Here's a very simplified flowchart of how using a skill works, and explaining a frequently asked question this patch regarding Fullbringer Ichigo lvl 1
[Image: ompnXt8.png]

Noteworthy Bug Fixes:
  • Fixed several issues with Ben 10's "Chromaflect"
  • Fixed Ashido's double damage
  • Fixed Gabriel (For real this time) (I mean it) (seriously, I fixed it like 4 times this patch, I literally rewrote a whole section of the engine to make sure it works now)
  • Resureccion Barragan's "respira" can now be used to deal double damage as intended
  • Fixed issue with a few character's skills not swapping back after accidentally breaking them while making Yukio play nicely with the engine
  • Bankai Gin can now use "Kill, Shinsou" on the target he hit when prepped with "Heedless Charge"
  • Riruka's "Mr Piggy's Big Welcome" now lasts the correct duration
  • Ginjo's "Full Energy Blade" now ends his "Amplify: Cross of Manifold"
  • Ben 10's "Heat Blast" can now be removed
  • Tooltip fixes
  • Riruka's "I Permit, Dollhouse Entry" is only boosted if she uses her skills, rather than if an enemy Riruka uses skills
  • Ben 10's "Big Chill: Freeze Ray" now correctly ignores invulnerability
  • Edrad Liones's "Volcanic Eruption" now correctly always targets the enemy team instead of sometimes targeting his own

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  [Official] Tamashii vs Rurouni Kenshin
Posted by: Gon - 04-27-2023, 08:45 PM - Forum: Battles, Clan Wars and Tournaments - Replies (6)

[Image: tamashiiwars.png?width=384&height=576]
- All matches are 3/5
- This war is Last Man Standing
- Each clan will ban 12 characters 
- No full teams (no having 3 stunners, affliction, heal, counter, AoE, drain in 1 team). Toggle "War Mode" on the front page to help you from using full teams
- In case of banned character or full team, Screenshot the match for proof (timestamp required). The winner of the match is then able to determine if they take the win or give rematch
- No repeating your own character (You can only use Rukia once per set).
- No copying teams (2 out of 3 characters of your opponents team. If they use Ichigo + Rukia you cannot use them in the same team, but can still use those characters)


Default characters; Don, Ururu, Runuganga, Unohana, Soifon, Sajin, Dark Rukia, Resurreccion Yammy, Aaroniera Arruruierie, Resurreccion Harribel, Resurrecccion Tousen, Child Nel, Apacci, Inner Ichigo, ben 10, Gengar, Riruka, Moe, Choe, Nirgge, Dangai Ichigo, Chrysalis Aizen, Ascended Aizen, Butterfly Aizen, Final Aizen, Kazeshini, Pre-Ascension Aizen, Koga, Kidou Momo, Heuco Mundo Kenpachi


Quote:Tamashii bans: Rukia - Momo - Demon Sado - Vega - Yamamoto - Narunosuke - Nnoitra - Kidou Kira - Aisslinger - Hollow Ichigo - Grimjow - Resureccion Starrk
RK bans: Segunda Ulquiorra - Kensei - Tia Harribel - Gin - Shiba Ganju - Shinji Hirako - Iba Tetsuzaemon - Senna - Katen - Bankai Zaraki

Tamashii
1. Gon
2. Bubs
3. Momoguro
4. Denni
5. Alerane
6. Moju
7. Jase/Edvy/BloodyVomitSpit

RK
1. Maqas / !Gaara
2. Shinaki 
3. MrClown
4. Ze
5. Kenway 
6. Felgat
7. Ghidorah


Matches;

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  Sloth's Big Boy Tournament Registration
Posted by: MrSloth - 04-24-2023, 05:03 PM - Forum: Battles, Clan Wars and Tournaments - Replies (20)

[Image: p3lSQHG.png]


Sloth's Big Boy Tournament Registration has begun

You may now register yourself if you are a big boy (gender not required some exceptions may apply offer not valid in Hawaii or Alaska) 

The tournament has 16 different rulesets. When you begin your match, DM me here or Ping me on Discord so that I can let you and your opponent know which ruleset you will be playing. I have a wheel to do this.

Rulesets will be in English and Portuguese!

The tournament begins on May 6th. The winner will receive a $50 S-A voucher. You can use this for Soul Coins or for a Patreon subscription. 

Registration will end on May 5th! Get signed up, fools! I aint telling you what the cap is so GOGOGOGO

Registered:
#1: Macapis
#2: Gon
#3: Jadam
#4: Alias
#5: BlackZulu
#6: Chandelier
#7: Jase
#8: MakeMeSad
#9: Kutayk
#10: 6rade
#11: Maqas
#12: Shinaki
#13: !Gaara
#14: Mrclown
#15: Hitsugayan
#16: Ra's Al Ghul
#17: Leaderfirestar
#18: hakuzo
#19: Alkmena
#20: Atomb
#21: Ghidorah

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  Balance 2.9.1
Posted by: leaderfirestar - 04-16-2023, 05:18 AM - Forum: Latest Balance Changes - No Replies

Nerfs:

 - Ben 10

  • "Chromastone: Chromaflect" cannot be used while active. Cooldown increased to 4 turns

 - Moe
  • Moe can now only have a maximum of 3 of each mark (the text has been updated in his passive)

 - Riruka
  • "I Permit, Dollhouse Entry" no longer boosts affliction damage, can only be used on an ally once


Bugfixes:
  • Fixed several energy cost issues with Ben 10
  • Fixed several tooltips on Ben 10
  • Fixed Issue where "Ghostfreak: Paralucent" would sometimes not stun Ben 10 if that condition was hit
  • Fixed issue where "Four Arms: Quad Rush" would target dead enemies
  • Fixed global issue with preventing helpful skills from being used more than once on allies (when that stipulation is specified)
  • Fixed issue where Gengar would sometimes not use use his harmful skills on a random, second target while in "Gigantomax"
  • Fixed issue where Ginjo's "Xcution counter' would counter his teammates
  • Fixed issue where FB Orihime would heal targets that were invulnerable to friendly skills
  • Fixed issue where Gengar's "Cursed Body" would increase his own cooldowns

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  Balance 2.9
Posted by: leaderfirestar - 04-15-2023, 07:32 PM - Forum: Latest Balance Changes - Replies (1)

Noteworthy Game Mechanic Stuff:

 - Energy Gain:

  • Characters now gain energy at the start of their turn, instead of the end
  • This change is reverting to the original way of doing things. Gaining energy after your turn allowed energy drain characters to "drain-lock" your team. If you're getting stunned every turn, you're at least gaining energy so when the stuns end, you can play the game. With drain, you would have no energy to play the game with, making it a more effective stun. Not any more though

 - Percent Damage Reduction:
  • Percent damage reduction no longer is gone after the first skill used each turn.
  • Hypothetical scenario: You have Tessai and rukia, attacking a kenpachi with 50% damage reduction. You use tessai's first skill (20 damage), followed by rukia's second skill (20 damage). How much damage should you do? Before this change, you would deal 30 damage, because 50% of tessai's damage + all of rukia's damage. Now, he will take 18 damage, because 50% of tessai's damage and 40% of rukia's damage

 - Loading/Reverting State
  • This effect will remove all buffs that weren't on the target x turns ago, resetting the duration of those that were. This will set their health to what it was, their cooldowns, and energy costs 


Buffs:

 - Ishida Uryu
  • "Heavenly Wind Puppet Suit" cooldown reduced to 4 turns
  • With the latest spike/drain metas, this has been the last uryu anybody has wanted to use, and his win-rate has reflected that. I think with the nerfs in this patch, we'll see games generally last longer (more skills being used), and Ishida being able to use this skill more (and his "Kojaku Shot" in general) will let him fare better than he has been

Nerfs:

 - Bankai Gin
  • "Kill, Shinsuo" may only be used on characters he hit with "Shinsuo, God Killing Spear" the previous turn
  • One of my favorite strategies with this character has been to stun and burst an enemy, then use this skill on a different, full health enemy. Since my last nerf didn't quite hurt him as much as I'd like, I'm hoping this does the job. I have some more tricks up my sleeve, but they're going to be more drastic

 - Final Form Uryu
  • "Spirit Particle Subjugation" now reads the following: "This character gains 1 Quincy Energy Every turn for 4 turns. During this time, this character can use this skill again to ignore all harmful effects except energy cost changes for 1 turn while using up 1 Quincy Energy."
  • The staple of many spike teams, FFU has been strong for the last decade. In the interest of slowing games down, as well as lowering his win-rate, I've slowed him down

 - Hebi
  • "Coiled Cage" damage lowered to 15
  • I'm excited to see that everybody took Jase's team and is using Hebi, it means I did something right buffing her. Unfortunately, it looks like I did a little too good, so I'm needing to dial her back slightly

 - Hollow Ichigo
  • "Rage Shield" cooldown increased to 2 turns
  • This skill is arguably the best "s4" in the game, not including passives. Ignoring all effects including damage is super strong, and has made him a little too survivable/dependable. Now, you'll need to think when playing him


Helpful Tip:
  • When attacking Tesla during "Crush, Veruga," attacking during Findorr's "Multi Bala Blast," or during Nnoitra's "Flesh Divider," You will lose an energy. Since each skill is used in the order you use them, if this happens before another skill of yours is used, you will no longer have the energy required to use that skill, and it will not be used. This is intended, and something you should be aware of

Poll:
  • As I alluded to in the balance notes, I've noticed a lot of you play this game by copying the team that beat you, and using that team until a new team beats you, repeating the cycle over and over. I can't really prevent you from playing this way, and if you're unlocking characters, that's a decent enough strategy to use. If you're just playing for xp though, that's an incredibly boring way to play
  • If I were to create a team building guide, going over how I created the "Kensei - Lisa - Child Nel" team that ran through ladder a few months ago, would any of you actually read it? If enough people vote yes, I can make that as a general guide to building teams, where I would welcome other players to offer their insight on the post

Noteworthy Bug Fixes:
  • Saru's "Coiled to Strike" correctly gives destructible defense each turn
  • Di Roy Rinker's "Frenzied" now gives the appropriate amount of damage reduction
  • Fixed some instances where Yumichika's skills wouldn't revert (I think there's still issues though)
  • Segunda Ulquiorra's "Cero Sneak" is no longer classified as helpful
  • Loly Aivirrne's "Surprise Knife" now damages correctly
  • Several issues with Final Aizen's effects have been fixed
  • Inner Ichigo's "Inner Ichigo Combat" Now correctly reduces the duration of all effects a strategic skill applies (rather than just the first)
  • Hebi's "Coiled Cage" lasts the correct duration
  • Aaroniero Arruruerie's "Manifestation" logic had several issues fixed
  • Fixed issues with Resurreccion Szayel's "Gabriel" inconsistently not damaging the person who killed him

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  The Battle for Riruka
Posted by: Gon - 04-10-2023, 08:42 PM - Forum: Battles, Clan Wars and Tournaments - Replies (54)

Welcome everyone to a special event, where the prize is definitely worth competing for. One of our fan favorites, Jermosa has got a special hat designed, and will only be available to those who place TOP 3 in this event, and in future versions of this event. The format of this event is very simple, it goes directly into a bracket event.


Prize;
1st, 2nd and 3rd place will receive an exclusive hat, only available through winning this event.

[Image: rank_hat_promo_psd.png]

Rules
- No repeating characters.
- All matches are 3/5, except finals which is 4/7. 
- No Full teams (Affliction, Stun, Drain, AoE, Counter/Reflect, Team Invul, Destructible Defence)
- No copying your opponents teams (2/3 characters).
- Every registree will ban 1 character when they register
- There will be no other bans other than what you registered for. The bans by eliminated members will be removed from the ban list, and added to the playable character section.

Default; Don Kanonji - Tsumugiya Ururu - Tsukabishi Tessai - Metastacia - Soifon - Aizen Sousuke - Komamuri Sajin - Ukitake Joushiro - Kidou Momo - Apacci - Resurreccion Yammi - Hollow Ichigo - Inner Ichigo - Pre-Ascension Aizen - Kazeshini - Dangai Ichigo - Chrysalis Aizen - Ascended Aizen - Butterfly Aizen - Final Aizen - Heuco Mundo Kenpachi - All new characters are banned.


Quote:Community banned characters: Final Form Uryuu, Ichigo Kurosaki, Ganju, Jinta 

[font=Arial]Participants:

1. Esdeath
2. Gon
3. Macapis
4. MakeMeSad
5. Kon-El
6. Kenway
7. Shinaki
8. Betty
9. Alliott
10. Alias
11. BlackZulu
12. Maqas
13. Uchiha_Felgat
14. Gremmy
15. Chandelier
16. !Gaara
17. Jase
18. Devvoke
19. Ichi404
20. Machine
21. Atomb
22. Jadam
23. Demoo-
24. 98347
25. Kutayk
26. Bwasmomf[/font]

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  Balance 2.8
Posted by: leaderfirestar - 03-11-2023, 01:30 PM - Forum: Latest Balance Changes - No Replies

Noteworthy Game Mechanic Stuff:

 - Instant Skills

  • Instant skills are now properly detached from the caster
  • A while back, I "fixed" a few bugs where skills were not getting bonus damage calculated (positive or negative). These skills, however, are instant skills. Instant skills on the initial cast receive bonus damage, but after that, are independent from the caster, and cannot be raised or lowered unless the skill specifically states that it would be. Check out the handy table I made, and consider that this balance's helpful tip. My apologies as well, I should have caught myself making that mistake
  • Also Check out the "The Basics" page (where this whole issue is described). That hasn't been updated I don't think since Gametester put it out however many years ago
  • I'm aware this will undoubtedly hurt some characters, but given that the meat and potatoes of this balance took a bit of time, I've elected "fuck those characters" for the short term, and I will compensate buff those characters at a later date, should they need it
  • https://www.soul-arena.io/the-basics
[Image: eWLPNKk.png]


Buffs

 - Arturo Plateado
  • "The Immortal Fenix" permanently increases Arturo's damage by 5 per stack
  • Getting this guy's skills cycling as intended was a big step in the right direction. Having played this guy a bit since the last patch, I can safely say he can get his hand on these stacks throughout the match. As he stood before this, his survivability scaled, but he didn't do enough damage to the point where he could still lose a 1v1

 - Final Aizen
  • "4th Dimensional" now grants bonuses to his effects if he uses the same colored energies: The skill's text was updated to the following:
  • (White) Aizen will heal for 5 health plus 5 additional health for each white in the skill's cost for 2 turns.
    (Blue) This skill stuns its target for 1 turn for each blue in the skill's cost.
    (Yellow) This skill makes Aizen invulnerable to non-strategic skills for 1 turn for each yellow in the skill's cost.
    (Red) This skill deals 15 additional damage for each red in the skill's cost.
  • "Finally" Yeah shut it. I was overly cautious releasing this guy, especially after the butterfly fiasco. If this ends up being too strong, I can tweak numbers. He's all random though, so I don't think he will be. Then again, y'all love making me wrong, so we'll see

 - Fullbringer Sado
  • "Heavy Cannon's" damage will apply immediately if used on a target countered by "Bluff Strike" on the previous turn
  • On the Same train of thought as my previous buff, bluffing his attack hasn't had a substantial downside really. The last buff helped synergize his kit a bit, this should do the rest

 - Hebi
  • Hebi's passive "Two As One" is now her fifth skill, with her fourth skill now being a generic invulnerability skill
  • Something something, "finally"

 - Hisagomaru
  • Infusion Cannon: Targeting all enemies, the enemy team will take 15 energy damage plus 5 damage for every time an enemy healed. The ally team will heal 15 health plus 5 health for every time an ally healed. (NOTE: This no longer uses stacks that an enemy Hisagomaru has tracked. I recognize that was "intended" or whatever, but I think that was stupid, so that doesn't happen anymore)
  • "Embrace" can be used more than once
  • There's probably more I need to do to this guy. His original kit was too toxic, I had to put him down in the dumps until I could think up a decent buff for him that wouldn't be complete cancer

 - Hollow Muramasa
  • "Bala Scattershot's" duration starts the following turn (and the text has been updated to clarify)
  • Previously, you would use this skill, and because it was used on you, that was one turn of it being applied on you, meaning you really only got to use 1 turn of this skill. This just gives you an extra turn to take advantage of it

 - Kirikaze
  • "Surge" now heals an additional 10 health for every enemy killed by "Sword Absorption." If 2 enemies have been killed, he will also gain an additional random energy
  • "Gale Force's" cooldown has been lowered by 1 to 3 turns
  • I kind of dig the idea of this guy being an executioner. It goes with his whole shtick in the show. I'm not 100% sure how beneficial these changes will be. Asking to kill 2 enemies with your first skill is asking a bit, but if you can manage it, you can snowball

 - Narunosuke
  • "Corruption" self damaged lowered to 5 per turn
  • "Float" no longer triggers corruption
  • I'm a little afraid of the potential this guy has. up until now, he could be stunned, and you'd just watch his self damage kill himself. Now, not so much. I've also fixed a slew of bugs with this guy, so he should be much more useable now. I'm going to keep an eye on him

 - Saru
  • Saru's passive "Two As One" has been moved to her ninth skill, and her fourth skill is now a generic invulnerability
  • "Heavy Bite's" base damage increased to 30
  • "Maximum Baboon Bone Cannon's" base damage increased to 60
  • "Coiled to Strike" now grants 10 destructible defense per turn, as opposed to only 10 destructible defense initially
  • Okay, there's a bit to talk about here. For starters, Invulnerability skill. Yay! Her alternate form (which reminder, you need Hebi on your team, and she's permanently stunned while Saru is in this form) did not a lot of damage all things considered. Certainly not enough to justify being down a character. And her "defense" skill didn't giver her hardly any defense

 - Sasori
  • "Needle Shot" energy cost changed to 1 random energy
  • "Tail Strike" reverted, deals 20 physical damage initially and 5 affliction damage permanently to a target. Energy cost lowered to 1 red
  • "Iron Sand" cost changed to 1 blue, 1 random
  • Hopefully, this is the last I need to touch this guy. His og NA kit doesn't flow well here, and as y'all have pointed out over and over, he's sucked. This should make him suckn't


 - Wonderweiss Margela
  • "Wild Scream" now lets him ignore all harmful effects (except damage, energy cost changes, and executes) for 3 turns. During this time, "Backstab's" kill threshold is increased by 5
  • In the category of I don't really want to rework this guy, here's a buff to arguable one of the worst skills in the game. His execute and piercing s1 damage has its place, but they're on very niche teams

Nerfs

 - Bankai Gin
  • "Heedless Charge" cooldown increased to 2 turns
  • "Null Step" cooldown increased to 2 turns
  • "Killing Stance" cooldown increased to 2 turns
  • "Distance Fighting" cooldown increased to 2 turns
  • After buffing this guy from his original Soul-Arena form (each prep costed 1 random, and was visible), this guy has sat very happily in a lot of teams, and hasn't been addressed. His tenure is over in that regard. I like the damage he does, and I like the utility he brings. This change is mostly to make him a bit more difficult to play, forcing you to prep the skills carefully as opposed to swapping back and forth between the 2 skills you want

 - Child Nel
  • "Healing Drool's" cooldown increased to 2 turns
  • When it comes to heal skills, there has up to this point been no better heal in the game. 1 random to heal 20 + 5 for each 25 health missing, and making the target ignore most harmful effects. It's been crazy strong. With my kensei team running amuck, people discovered that, and she found her way into a lot of teams. All that said, I don't think it's a bad cost for the skill, just that it's available way too often


 - Choe Neng Poww
  • "Titanic Assault" now deals 25 damage to the target, and 10 damage to all other enemies
  • I can say the samage this dude has been dealing is crazy good. since it was 25 to target and 10 to all, he was chunking hard. That said, I think part of it is that you, the player, do not read things. When his third skill is used on you, it says "If this character uses a skill, it will be countered." That is visible, provided to you. That means any skill. If it were only damaging skills, it would say "If this character uses a damaging skill..." If you read, you will get much better at this game


 - Lilynete Gingerbuck
  • "Light Cero's" bonus damage lowered to 5
  • I'm very happy with what my last buff for her did. I think she's just a smidge too strong now, but very near to where she should be. I suppose we'll see

 - Luppi Antenor
  • "Strangle, Trepadora" invulnerability decreased to 2 turns. Her other effects will still last 3 turns
  • With how the last few metas have been, it's entirely possible you've been on the recieving end of playing against luppi and never been able to target him the whole match. I think he does the right damage, and aside from being a pain in the ass to hit, is fine

 - Tobiume
  • "Snap's" base damage lowered to 15
  • We've come back to where I started with her. I nerfed her to 15, then slightly reverted to 20, and now I've decided I was right the first time. She rips through teams a little too easy. Should I need to buff her in the future, I have a few other avenues I'd like to explore

Reworks

 - Di Roy Stinker Rinker
  • Hand Stab: This character deals 20 piercing damage to one enemy. For one turn, the first strategic skill that enemy uses will be countered. This skill is invisible.
  • Aerial Cut: This character deals 20 piercing damage to one enemy. For one turn, the first non-strategic skill that enemy uses will be countered. This skill is invisible.
  • Frenzied: For 3 turns, this character will deal 5 more damage and have 5 points of damage reduction. Whenever this character successfully counters a character, this skill's duration will refresh, and the bonus damage and damage reduction will be increased by 5. This skill stacks, and is invisible.
  • Arrogant Block: This character becomes invulnerable for 1 turn.
  • He was originally designed to be bad, because he got 5 minutes of screen time, and got wiped by rukia of all people. That said, my mission is to make all characters at least playable, where at their worst, they're just not the flavor of the month character. I won't release a character like pre-work Di Roy again

 - Isshin Kurosaki
  • Agitowari: This character deals 15 physical damage to all enemies. For 1 turn, the first new harmful skill an enemy uses that deals damage will increase the damage of "Getsuga Tenshou - Isshin" by that skill's original damage to its main target, and half that amount to all other targets, raised to the nearest whole number,  for 2 turns.
  • Burn, Engetsu: For 3 turns, this skill will become "Getsuga Tenshou - Isshin" and this character will become invulnerable to all strategic skills. (Cost reduced to 1 red)
  • Realm Fixation: For 2 turns, one ally will be unable to be killed. During this time, "Getsuga Tenshou - Isshin" will heal that ally for half of the damage it deals to its main target, raised to the nearest whole number.
  • Getsuga Tenshou - Isshin: This skill deals 30 energy damage to one enemy and 10 energy damage to all other enemies. This skill cannot be countered nor reflected.
  • Yeah, it finally happened. With the characters buffed in this patch, I wonder who the community will decide is the worst character in the game now. My guess is Base Unohana

 - Ruri Iro Kujaku
  • Split and Deviate: All enemies without a bulb gain 1 bulb (white, blue, yellow, red). Enemies who already have one will have their bulb re-rolled. This skill becomes "Harvest" for 1 turn.
  • Bloom: Ruri deals 30 damage to one enemy. If that enemy has a bulb, it will be removed and Ruri will gain 1 energy of that bulb's color.
  • Rip and Tear: Ruri steals 15 health from one enemy each turn for two turns. If the enemy has a bulb on them when this skill is initially cast, it will be removed and that enemies skills will have their cost increased by 1 of that bulb's color for 2 turns*.
  • Defensive Blossoming: This skill makes Ruri Iro Kujaku invulnerable for 1 turn.
  • Harvest: Ruri targets all enemies, performing different effects depending on what bulb color the enemy has:

    White: Steal 1 random energy
    Blue : Enemy will ignore helpful effects for one turn
    Yellow: Enemy will be stunned for one turn
    Red: Ruri steals 10 health from the enemy
  • Rounding out the reworks, this dude. Complete shift from what he was doing, but much needed changes. Him, Isshin, and Arturo have been the crown bearers for "worst cahracter in Soul Arena" for a while now (Di Roy too, but not nearly as long. Then again, I suppose Isshin probably is the longest. Kostas and Spirit In Black set him into the wild and left him to die)

Helpful Tip
  • In case my masterfully crafted table at the top wasn't enough: Some characters will allow you to see what invisible skills are being used. Some work directly, like Kyoko Haida's passive and Nanao's s3, while others work more indirectly. Bankai Mayuri's "Poison gas" and Sasakibe's "Pierce, Gonryoumaru" all have tooltips that pop up in some scenarios when your opponents use skills. Be sure you're reading all tooltips. (Reading is the actual tip, but I think some of you would ignore that tip if I just said that. I promise though, if you read, and ask questions if you don't understand it, you'll become a much stronger player!


Noteworthy Bug Fixes:
  • Renji's "Cry, Zabimaru" now checks if he's ignoring helpful stacks before applying itself to an attacking enemy.
  • Renji's "Coil, Zabimaru" (For real this time) should no longer be able to be used on enemies no longer marked
  • Ascended Aizen's "Soul Dissolution" now correctly removes when he dies
  • Removing Shinji's "Collapse, Sakanade's" self effect from a Muramasa who has stolen and used the skill no longer crashes the game
  • Avirama Reddar's "Scalp, Aguila" reverts to the correct cost if it is removed from him
  • Muramasa can now use Sasori's skills if he steals them
  • Hakuda Yamamoto's Damage reduction now refreshes after each turn
  • Bankai Byakuya No longer increased the cooldown on enemies that weren't hit by "Massacre Scene"
  • Broly's Damage reduction in his evolved state now refreshes after each turn
  • Wonderweiss Margela's "Wild Scream" no checks if the enemy is ignoring harmful effects before increasing the cooldown of their skills
  • Zomarri Leroux's "Suppress, Brujeria" now correctly makes his targets invulnerable to friendly skills
  • Tobiume's "Snap" is no longer aoe if she's ignoring the helpful effect from "Blazing Bells"
  • Hueco Mundo Kenpachi can be used for Bankai Kenpachi's Mission
  • Numb Chandelier's "Seed Control" will only deal bonus damage if she actually hits the person affected by "Viral Seed"
  • Several tooltips fixed
  • Narunosuke's "Meditation" now actually removes his stacks of corruption as advertised
  • Mila Rose's "Devour Everything, Leona" is now removed from all enemies if the helpful effect on her is removed
  • Yamamoto Genryuusai's "Reduce all Creation to Ash, Ryuujin Jakka" now checks if the enemy is ignoring harmful effects before lowering their destructible defense
  • Reflecting AOE skills will no longer transform your character into the person who's skill you reflected
  • Mila Rose's "Lion's Feast" now correctly ends when she dies
  • Zommari Leroux's "Amor" no longer ends when the enemy he targeted is stunned
  • Kidou Kira's "Binding Spell #73: Inverse Mountain Crystal" no longer heals allies that are invulnerable to friendly skills. It also now only ends on new damage, as advertised
  • Inner Ichigo's "Inner Ichigo Combat" now checks the skill's caster correctly (only reduces duration of skills used by the target, rather than skills used by and on the target)
  • Grand Fisher is now correctly assigned as the caster of "Hollow Bait" rather than his target
  • Bankai Byakuya's Damage reduction from "Bankai Scatter, Senbonzakura" now last the correct duration
  • Yamamoto Genryuusai's "Destructive Spell #96: Single Blade Cremation" now checks if the target is ignoring harmful effects before ending their stuns
  • Findorr's "Hydro Jet" now checks if the enemy is ignoring harmful effects before damaging the person using a skill on them
  • Resurreccion Yammy's "Be Enraged, Ira" can no longer be removed, as advertised
  • Ayon's "Power Conversion" now correctly damages allies that are invulnerable
  • Bankai Mayuri's "Superhuman Drug" now checks if the owner is ignoring helpful effects before applying to attacking enemies
  • Arturo Plateado's "Close-Range Reiatsu" damage corrected to 10
  • Zaraki Kenpachi's "Taunt" now checks if his allies are ignoring helpful effects before reflecting skills to him
  • Energy stealing skills now check if the enemy is ignoring energy drain effects
  • Tsukishima can steal Resurreccion Yammy's "Self Rage" without crashing the game
  • Fixed visual bug where some destructible defense skills would not show that they gained bonus destructible defense from Senna's "Call Forth the Twilight, Mirokumaru"
  • Fixed several instances where Tsukishima stealing skills would crash the game
  • Fixed Soskue Aizen's "Black Coffin" self buff being tagged as harmful

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